The Anaconda turn rate especially seems a bit high, being IIRC faster at turning than everything more massive than an Asp outside of the blue-zone.
I honestly think that a balance pass is required for most ships.
The Anaconda is a Maneuverability 2 ship, and so is the Dropship - Neither ship seems THAT sluggish.
While PRICE indicate a ships effectiveness I do think some ships have it a bit too easy at being good at anything. But I honestly dont think the solution is to nerf the SHIPS. A lot of the fault is a combination of HULL's and MODULES.
Shield Boosters and SCB stacking is for example VERY easy on the Anaconda but the ship IS the largest ship you can get. It's a light cruiser unlike the Viper which is a small patrol craft.
Still, the way guns and modules work makes it EASY to defend against lighter crafts. Personally I think this is a fault with having turrets that are too accurate and that turrets and gimbals can target modules.
Let modules be targeted by locking weapons like missiles and using FIXED guns. Turrets are not sniping weapons. Let the size of a turret limit it's tracking speed against smaller vessels.
Historically there are two things that are dangerous to large combat vessels, an equivalent vessel with comparitive firepower, or a group of small vessels that the larger vessel is not designed to fight as a primary target.
You dont use the main artillery on the USS Missouri against fighters, you use defensive AA guns. While the Anaconda has an awesome choice of weapons the LARGE and HUGE class of weapons should have a VERY hard time tracking a small vessel. Medium guns should do well but not as quick as small guns.
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Yes I believe the Type-7 Height forced it to use the Large over the medium pad
I switched from the Clipper to the Dropship simply because of the pads.
Yea, I loose a Large weapon but gain X2 mediums so it weights up.